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Fantasy Howl's Flying Castle - OOC

How's life? I can't stop drawing...Chenglei...and he has different hair styles....XD One of which made him look like...A mushroom head. XD
Let me see Mushroom Head Chenglei! And all the other Chenglei's!

Hmmm . . . Life right now is delicious, I'm eating hotdog and fried bananas. Also, last night my parents had a late anniversary celebration dinner and we ate in this restaurant that had this cracker-crispy pork dish called lechon kawali, and also ate the heart of a banana tree, and drank some nice pochero soup which is veggies and pork cooked so tender the meat falls off the bones and it has bits of floating bone marrow that also nice to suck out.


 
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Let me see Mushroom Head Chenglei! And all the other Chenglei's!

Hmmm . . . Life right now is delicious, I'm eating hotdog and fried bananas. Also, last night my parents had a late anniversary celebration dinner and we ate in this restaurant that had this cracker-crispy pork dish called lechon kawali, and also ate the heart of a banana tree, and drank some nice pochero soup which is veggies and pork cooked so tender the meat falls off the bones and it has bits of floating bone marrow that also nice to suck out.
Here's Mushroom head Chenglei XD Oh goodness, that sounds really good!!!!!!!!!!!

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Jurrasic CS


  • Jurassic Park CS

    Name:

    Title & Rank:
    *Four words only or less. Can be changed. Please put your character rank number after the title. Ex. " Rugged Hunter, Rank 2 ".
    You a Road Warrior? the Triple Threat Triad Boss? A Parkour Instructor, or Some Guy? This title says it all. Can also be your character rank.

    - Character Rank -

    The higher the number, the more perks you get. In this RP, players get AP, or "Action Points", which allow them to do important actions such as scavenging for supplies, or reviving a dying comrade. It's like stamina, and when you run out, you cannot do those actions any more. Having a higher rank gives you more AP.

    Default 10 AP for starting players. Replenishes the next day.

    All character's begin as "Tourists", or Rank 0, which give an extra +2 AP the next day if your character rests and relaxes for 8 hours (Total of 12 AP) . You can increase this rank by expanding your safehouse and gaining more resources, allowing you to have up to 20 AP a day, useful for taking on that faction boss.

    Tourist: Rank 0, 2 AP
    Survivor: Rank 1-5, 3 AP
    Hardened: Rank 6-10, 5 AP
    (Characters who reach Hardened Rank are no longer safe from PvP in Sanctuary.)
    Veteran: Rank 11-15, 7 AP
    Elite: Rank 16-20 10, AP
    Legendary: Rank 21+, 10 AP

    Player Immunity
    Tourist, and Survivor ranked player characters are safe from other players as long as they stay in Sanctuary. They cannot be killed, captured, or stolen from. But if that character provokes another, the one he provoked is free to whoop his behind. Having that character's name on a Bounty Board also cancels this immunity.

    Sanctuary
    Is a safe-zone that players can return to rest.

    Skills:
    *For starting players, please distribute 10 skill points to the following skills. You will gain more points as the RP progresses. Maximum skill rank = 6.
    P.S. If you like, you don't have to write the skill in your CS if you don't have any ranks in it.

    COMBAT SKILLS:
    1. Archery - At rank 6, you can pin limbs into place and prevent an opponent from moving, and you can shoot two arrows at once, giving you an extra attack. Can be used to disarm at Rank 5.

    2. Blades - At rank 6, when you roll 1 you have a chance to decapitate or chop off a limb. Decapitation is instant death. Your target will always die if you choose to reduce their Hp to 0 with blades. But at Rank 6 you can choose to incapacitate someone instead. They will bleed out and die in ten minutes, but if there is a doctor with you, they won't die and you can take them prisoner. Rolls include those for feats of strength.

    3. Blunt - You may choose not to kill someone and instead just knock them out when you reduce someone's Hp to 0 using a blunt weapon. Blunt weapons are best at capturing. At rank 6, you can demolish buildings. When you roll 1 you can stun for one round. Rolls include those for feats of strength.

    4. Guns - Guns always kill people if you use it to reduce a foe's Hp to 0. But at Rank 6 you can choose to incapacitate someone instead. They will bleed out and die in ten minutes, but if there is a doctor with you, they won't die and you can take them prisoner. Can be used to disarm at Rank 5.
      Does not include bombs, siege weapons, nor heay artillery.

    5. Unarmed - When you roll a one you can shoose to stun yourself and your opponent for one round. Can be used to disarm. Rolls include those for athleticism.

    SURVIVAL SKILLS:
    1. Vigilance - Perception, composure, and will power. Spotting hidden things, navigation, awareness of one's surroundings, finding something through research or detective work. Includes forensics, understanding the workings of something, identifying things, memorizing and remembering.
      Also includes not being stunned by surprise, resisting fear, pain, intimidation, and persuasion. Staying focused in stressful situations, without letting them see you sweat.

    2. Fortitude - Evasion and toughness. Running speed, skill in driving defensively, and defending an ally.
      Includes resistance against suffocation, extreme temperature, weather, disease, fatigue, and hunger. Also how long you can hold your breath under water, and long distance running. Can be used to protect an ally instead of you.

    3. Medicine - Healing, gardening, and cooking. Making the right medical diagnosis on time, knowing correct cardiopulmonary resuscitation, what to do when someone starts seizing up or faints suddenly, treating poison, and illnesses. Also Includes surgery, fixing broken bones, amputating badly infected parts, and reattaching lost limbs. By the way, a surgeon without tools and supplies is useless.

    4. Operate - Using machines, crafting, repairing, and demolitions. Driving agressively, operating siege weapons and heavy artillery, understanding the workings of a machine. A well planned, well constructed safehouse can last longer, allows you to kill more zombies, and even prevent a horde from breaking through completely. Operate is used to create, repair and maintain melee weapons, metal armor, leather, and clothing, engineering.
      At rank 5 your bombs have 2 effects. At rank 6, your bombs have 3 effects.

    5. Sneak - Stealth, escapism, and disguises. Getting out of binds and tight spaces, balance, climbing, swimming, landing from a high fall safely and with as less noise as possible. When impersonating someone, both the skills Sneak and Speech are needed to pull it off. Hiding automatically fails if you're not quiet or if your radio or cellphone makes a sound, or if you are within your foe's view such as in an open plain, putting traps.
      Rank 4 = Create secret back doors to places.

    6. Speech - Persuasiveness, trading, and bluffing. Acting skills, charisma, diplomacy, assertiveness, sheer command over attention of others, capacity to impose will on others by being socially aggressive, and powerful. Pick +1 language your character knows for every rank increase. English is the default language, which doesn't need points. Other Language: Crazy, Russian, Japanese, French, German, Arabic, and Sign Language, Animals, and Intimidate.
      There are some moments when sneaking is impossible and the only way through is to act or intimidate your way out.
      You can bring a number of allies with you to an "Event" equal to your Speech Rank. Remember to bring food.

    7. Steal - Lock picking, sleight of hand tricks, hacking, and disabling machines and traps. Includes pickpocketing, misdirection, disabling and dismantling bombs, traps or mechanical devices. You can disable car or ship and keep it from moving. Also includes art for forgery.


    - SKILL ASPECTS -
    " Optional skill upgrades "
    You can choose to write one aspect of your skill for every one rank in that skill. Aspects allow you to invoke "complications", 3 times a day. A Complication restores 1 AP when you invoke it. Example of a skill aspect:

    Tempted by Shiny Things - Steal skill aspect.

    While rolling for steal, a player's character fails his rolls, so he decides to invoke 2 complications from the steal skill aspect: "Tempted by Shiny Things" to be able to have 2 AP to spend for the AP action: " +2 Effort ", adding +2 to his steal roll so that he will succeed. The GM gives the complications, and they are: being seen so that he becomes a wanted man, and accidentally making a rucus so that people are now giving chase to him.​

    Players are free to negotiate with the GM on this, as you could have come from a stressful day at work in real life and you're not in the mood to roleplay a rooftop chase. Perhaps you just want your character to sneak away undetected, but with a sprained ankle from a bad fall and taking a much longer time to get back home instead.
    1. Archery
    2. Blades
    3. Blunt
    4. Guns
    5. Unarmed
    6. Fortitude
    7. Medicine
    8. Operate
    9. Sneak
    10. Speech
    11. Steal
    12. Vigilance

    Notes:
    Personal Goal:
    What's your character's purpose in this RP? And what are the challenges they have to overcome? Can be as simple as boredom, nor does this have to be the be-all and end-of all goal of your character. Feel free to accomplish it early, change it, add more, or fail it for some drama, and then have a new one.

    I love reading a character grow and change, so players who like showing the story of their characters and wish to add the evil boss, challenge their character has to overcome, their own story plot, or would like to GM it, come tell me!

    OR

    If you're not into character goals, you can write what you want to get from this RP that'll make this worth your time, and if you have any boundaries.

    Persona:
    Please place in a spoiler code if it becomes more than a paragraph long. Here is where you show off your writing and acting skills! Please write a day in the life of your character. Perhaps it's a lazy sunday at the beach during the summer with some friends, or it could be his or her first true adventure! Or movie, detective case, anything --- starring him or her.

    Crossing Paths (optional):
    Relationships with a willing player character, NPC, or a reputation with a group that fits the roleplay's scenario. Maximum of three for starting players.

    If you picked a fellow player character, how did your character or the other player's character contribute a minor, supporting role in the other's life before? Did you or they complicate it, solve a situation, or both? Were you simply good aquaintances?


    Ex.

    1. John Doe || Accidentally set John's head on fire.

    2. Wiggy Wiggershins || Have known Wiggy since we were kids. Our families lived in the same neighborhood.

    3. Mike and Mara Red || Got into a fight, Mara patched me up while her brother pulled the thug off me. They gave me a ride home after the cops came.
    1.
    2.
    3.


    Safehouse

    Name:
    *Applicable only for players who have the "Safehouse" as a starter item, or for players who have cleared an area and established it as their safehouse. Can also be the location of your safehouse, example: Ridgeside Bunker.

    Resources:
    *Safehouse not needed. Four for starting players. These give a total of 10 AP to your character in the beginning.
    Reasources give AP. AP or "Action Points" allow you to do important actions such as scavenging or reviving a dying comrade. Think of it like one's stamina. When you run out, you cannot do major actions

    Feel free to divide the 10 AP however you wish between these four resources. These are sources of food, materials, even buildings, or people that help you survive. They are located randomly on the map, which the GM will do for you, except if you choose "Safehouse" as one of your character's starter items.

    If you have a "Safehouse" all these resources can be located there if you choose.

    Resources replenish automatically everyday as long as no characters come in the area and raid, destroy, or take it for themselves. They are undefended in the beginning of your character's story.

    Ex.
    a. Secret Ammo Stash = Gives 4 AP. Location: Random
    b. Junk Yard = Gives 2 AP. Location: Random
    c. Rat Traps = Gives 2 AP. Location: Safehouse
    d. Hot Shower = Gives 2 AP. Location: Safehouse

    Stranger, Rank 0, AP = 2
    Stranger is the starting character's rank, which gives a bonus 2 AP to your character. The higher the rank, the higher the bonus you get.
    Tourist, Rank 0, AP = +2
    Total AP = 12
    1.
    2.
    3.
    4.



Katsuya Katsuya
 
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This sounds exciting!!! Okay, I'll wait for your CS for Johnny up here so I can see how you want it exactly. ^W^ Of course I'm gonna start mine too, but I want to make sure I got it right by seeing yours.
Okay, I'm going to make Johnny a wildlife show person who works for National Geographic and is travelling with a crew to film the opening of the park.
 
Okay, I'm going to make Johnny a wildlife show person who works for National Geographic and is travelling with a crew to film the opening of the park.
Ohhhh~! Okay, I'll make Echo a Botanist that studies the ancient plants. Someone might have hired her to check the plants for the animals in the park, to see if they got their diet right.
 
Johnny
Johnny Caprice
" Slowly, the lioness creeps up her prey, preparing to pounce . . . "

Title: Wildlife Host, Rank 0

Skills:
  1. Unarmed 3
    a. "Got to get closer" || Despite the danger, Johnny likes to get close to predators.
    b. Show Off || Likes impressing Echo.
    c. Outdoorsy || "I love going outside!"
  2. Fortitude 3
    a. WIP
    b. WIP
    c. WIP
  3. Operate 1
    a. WIP
  4. Speech 3
    a. Crazy Talk || Can understand the mutterings of crazy people.
    b. "From Russia, with love." || Can speak Russian and has a shady past there??
    c. Animal Empathy || Good with animals.
  1. Unarmed 3
  2. Fortitude 3
  3. Operate 1
  4. Speech 3

Safehouse

Name: None

Resources:
Total AP = 10
  1. Secret Ammo Stash = Gives 4 AP. Location: Crashed Helicopter
  2. Mushroom Cave = Gives 4 AP. Location: Lysaur Valley
  3. Hot Shower = Gives 1 AP. Location: Mel's Restaurant
  4. Oran Berries = Gives 1 AP. Location: Raptor Fields
 
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Echo
Honestly I think it's pretty cool! Keep it like this. Zer0 Zer0

Echo Muses
"Oh! This is an Abies grandis- I-I mean...Grand Fir...Heheh...heh..."

Title: Shy Botanist; Rank 0

Skills:

Vigilance 6
1: "My hooves are tingling~" || She can feel the vibrations on the ground and sense something dangerous coming towards her way.
2: "Don't. You. Dare..." || Echo can be very intimidating and overprotective when someone messes with Johnny.
3: "...I don't trust you..." || She's weary towards anyone suspicious and suspicious areas.
4: "What is that?" || Echo has a tendency to find random items. Can be useful...hopefully.
5: "This place feels really nice..." || Echo can tell when the land is safe and plentiful of editable herbs to pick.
6: "If my memory serves correctly..." || Echo has a good memory when it comes to locations. Because of the plant life.

Medicine 4
1: "Herbalogy is my game and I play to win!" || Echo can use plants to create pastes of all kinds. For cuts and burns.
2: "Here take this...It'll help." || Echo can make strong antidotes for poisons.
3: "Gardening is my specialty!" || Echo can make a plentiful garden easily.
4: "Lie down and rest." || Have a cold? A fever? Infection? Exhaustion? She'll spot it and do her best to make them feel better.


-----------------------------------------------------------
Safehouse

Name: none (that I can think of at the moment!)

Resources: Total 10 AP
1. Editable food = Gives 3 AP. Location: Random
2. River bank = Gives 3 AP. Location: Lysaur Valley
3. Yummy roots? = Gives 3 AP. Location: Underground
4. Hot shower = Gives 1 AP. Location: Mel's restaurant

 
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Okay, I edited mine! Check it! I'm still thinking on the skills though. XD
That's okay. So, what I wanna test is the dice rolling and the AP actions, so is it okay if we start with after everything goes wrong in the park and we're like in Sanctuary?
 
Okay...feel better...if you don't mind me asking, what happened to make you depressed? Its okay if you don't want to talk about it too.


Heya Katsuya Katsuya Zer0 Zer0

And... meh. lol my life is very dramatic most of the time and I just don't like that to bleed over onto the Internet, it's one of the reasons I can't really deal with drama in RP, get enough of it irl.
 

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